Went from Rank 4 to Legend in two days, with 65% win rate. Very fun tempo deck which gives you a lot of options while playing, allowing a skilled player to play around opposing class cards. The stats were recorded with Deck Tracker. Faced 30% Hunter and 20% druid and a mix of the others.
Control the board some, but go face when you feel like they will trade out. Trade Prince Gallywix is not necessary, Loatheb would work alright as a replacement but the win rate vs druid would drop some. Bomb Lobber works well to take outSludge Belcher and Azure Drake which are coming back. Iron sensei really shines in this deck, a win condition in itself. Buffing Annoy-o-Tron or arcane nullifierreally helps control board and enemy weapons.
Its a 28 card deck, with the Ironbeak Owl and Fan of Knives filling flex slots, worked well in the current meta.
Hunter - 57% win rate - Has the answers for hunter, mulligan for cards that can deal with undertaker like backstab or perdition's blade.
Druid - 85% win rate - Largely how this deck reaches legend, very high win rate almost an auto win.
Mage - 25% win rate - Worst match up, probably win 1/3 against mech mage, and worse against freeze mage but that is uncommon. Works fine vs new echo mage.
Paladin - 50% win rate - When first playing it was a bad match up, but once I got better at playing around their class spells and weapons it was a slight positive win rate.
Priest - 75% win rate - I only faced 4 priests so this win rate is likely skewed. It feels winnable though.
Rogue mirror - 83% win rate - Easy win, generally only face control rogue at high ranks and tempo is a good match.
Shaman - 50% win rate - Only faced two shaman during the climb.
Warlock - 64% win rate - Roughly 50/50 vs zoo, with a positive win rate vs handlock.
Warrior - 57% win rate - Only faced 7 warriors, roughly 50/50 win rate need to hit tempo or bust.
Why the Perdition's Blade? Seems like there are many viable options for that slot. And no weapon stuff hardly at all, there's probably a good reason, why?
Originally I was trying coghammers with poison and blade flurry, however this could be inconsistent drawing too many weapons, or blade flurry could be a dead card. Plus using weapons too much causes you take a lot of damage making it an easy finish for hunter. [card]Perdition's blade[/] is flexible and can function without being comboed unlike SI7. Plus it is good at killing undertakers, and combined with backstab can swing early board position.
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"The power to destroy a thing is the absolute control over it"
Sorry that you're having trouble, but I am not lying. Try to play around swipe, and don't always coin out Mechwarper turn one unless you have another two mana creature because if he kills it with Wrath you lose all tempo.
Sorry but you're lying about the win rate against druids just played 10 and only won against one, everyone is running the aggressively high taunt Druid, it's fucking ridiculous.
Calling someone a liar because you can't play the deck/got bad luck is fairly idiotic.
Would Harvest Golem be a better choice than Spider Tank? To try and get more consistent value with Tinkertown and Iron Sensei?
Can I ask the thought process behind all the 1-ofs? Like it seem weird to me to have 1 SI and 1 Tinkertown Technician. I feel like for consistency it should be 2 of one or the other. Same with 1 Mechanical Yeti and 1 Piloted Shredder.
Also, the card draw is quite low. Do you really think that it ran well with only 1 Azure Drake? Im tempted to go 2 Azure, 1 Bomb Lobber but I was hoping to hear about your thoughts on that idea before I did so.
I just played 6 games in a row (16-13) and faced essentially this deck all 6 times. I am playing my own variation on a mech mage but won every game with almost no resistance. It is an interesting deck and it is nice to see Rogue back in the ladder but you can play around rogue's deficiencies pretty easily (which is kinda sad to see). I have seen a few variations with one running the cog hammer/blade and one running a azure drakes/bloodmage to get big blade fury and also big backstabs/eviscerates. They are interesting but just too slow and incomplete against anything that puts out enough bodies. I also see more Prep/Sprint and honestly think it is a dumb combo for a rogue with very little payoff for the cards.
I just played 6 games in a row (16-13) and faced essentially this deck all 6 times. I am playing my own variation on a mech mage but won every game with almost no resistance. It is an interesting deck and it is nice to see Rogue back in the ladder but you can play around rogue's deficiencies pretty easily (which is kinda sad to see). I have seen a few variations with one running the cog hammer/blade and one running a azure drakes/bloodmage to get big blade fury and also big backstabs/eviscerates. They are interesting but just too slow and incomplete against anything that puts out enough bodies. I also see more Prep/Sprint and honestly think it is a dumb combo for a rogue with very little payoff for the cards.
They were probably playing it wrong. I'm sitting at Rank 8 with a single loss against Mech Mage due to a bad draw.
Edit: I play a variant on the Bloodmage/Flurry variation, but the point of the deck isn't to win with Flurry.
I just played 6 games in a row (16-13) and faced essentially this deck all 6 times. I am playing my own variation on a mech mage but won every game with almost no resistance. It is an interesting deck and it is nice to see Rogue back in the ladder but you can play around rogue's deficiencies pretty easily (which is kinda sad to see). I have seen a few variations with one running the cog hammer/blade and one running a azure drakes/bloodmage to get big blade fury and also big backstabs/eviscerates. They are interesting but just too slow and incomplete against anything that puts out enough bodies. I also see more Prep/Sprint and honestly think it is a dumb combo for a rogue with very little payoff for the cards.
They were probably playing it wrong. I'm sitting at Rank 8 with a single loss against Mech Mage due to a bad draw.
Edit: I play a variant on the Bloodmage/Flurry variation, but the point of the deck isn't to win with Flurry.
They weren't trying to win with the BM/F combo, just to wipe. The thing was that I could pretty much force them into every play because the deck has very specific answers. Out of those 6 games I was only surprised twice. It is a bit too straightforward and when it doesn't have time to develop or is forced to work on removal is starts to fall apart. I really hope rogue gets some love and soon because it is a very fun class and one of the healthier ones when it isn't miracle.
I'm sitting at Rank 7 right now with a similar style of deck. I'm fairly certain I even played against this deck at Rank 12. A decent player could pretty easily get to rank 10 or so with this. An "ok" deck should get you to Rank 15 pretty easily.
A good Rogue player should be able to get to Rank 5 or even to Legend since it's just a minion-based variation on Tempo Rogue.
Against Ramp Druid you have easy answers for all of their minions except Ancient of War. Eviscerate and Bomb Lobber are both good answers. You can simply sap the Ancient of War and push face. The hard matchups would be Hunter and Mech Mage.
Went from Rank 4 to Legend in two days, with 65% win rate. Very fun tempo deck which gives you a lot of options while playing, allowing a skilled player to play around opposing class cards. The stats were recorded with Deck Tracker. Faced 30% Hunter and 20% druid and a mix of the others.
Control the board some, but go face when you feel like they will trade out. Trade Prince Gallywix is not necessary, Loatheb would work alright as a replacement but the win rate vs druid would drop some. Bomb Lobber works well to take outSludge Belcher and Azure Drake which are coming back. Iron sensei really shines in this deck, a win condition in itself. Buffing Annoy-o-Tron or arcane nullifierreally helps control board and enemy weapons.
Its a 28 card deck, with the Ironbeak Owl and Fan of Knives filling flex slots, worked well in the current meta.
Hunter - 57% win rate - Has the answers for hunter, mulligan for cards that can deal with undertaker like backstab or perdition's blade.
Druid - 85% win rate - Largely how this deck reaches legend, very high win rate almost an auto win.
Mage - 25% win rate - Worst match up, probably win 1/3 against mech mage, and worse against freeze mage but that is uncommon. Works fine vs new echo mage.
Paladin - 50% win rate - When first playing it was a bad match up, but once I got better at playing around their class spells and weapons it was a slight positive win rate.
Priest - 75% win rate - I only faced 4 priests so this win rate is likely skewed. It feels winnable though.
Rogue mirror - 83% win rate - Easy win, generally only face control rogue at high ranks and tempo is a good match.
Shaman - 50% win rate - Only faced two shaman during the climb.
Warlock - 64% win rate - Roughly 50/50 vs zoo, with a positive win rate vs handlock.
Warrior - 57% win rate - Only faced 7 warriors, roughly 50/50 win rate need to hit tempo or bust.
"The power to destroy a thing is the absolute control over it"
-Frank Herbert
Why the Perdition's Blade? Seems like there are many viable options for that slot. And no weapon stuff hardly at all, there's probably a good reason, why?
Originally I was trying coghammers with poison and blade flurry, however this could be inconsistent drawing too many weapons, or blade flurry could be a dead card. Plus using weapons too much causes you take a lot of damage making it an easy finish for hunter. [card]Perdition's blade[/] is flexible and can function without being comboed unlike SI7. Plus it is good at killing undertakers, and combined with backstab can swing early board position.
"The power to destroy a thing is the absolute control over it"
-Frank Herbert
Sorry that you're having trouble, but I am not lying. Try to play around swipe, and don't always coin out Mechwarper turn one unless you have another two mana creature because if he kills it with Wrath you lose all tempo.
These are the stats recorded with decktracker.
"The power to destroy a thing is the absolute control over it"
-Frank Herbert
Calling someone a liar because you can't play the deck/got bad luck is fairly idiotic.
Would Harvest Golem be a better choice than Spider Tank? To try and get more consistent value with Tinkertown and Iron Sensei?
Can I ask the thought process behind all the 1-ofs? Like it seem weird to me to have 1 SI and 1 Tinkertown Technician. I feel like for consistency it should be 2 of one or the other. Same with 1 Mechanical Yeti and 1 Piloted Shredder.
Also, the card draw is quite low. Do you really think that it ran well with only 1 Azure Drake? Im tempted to go 2 Azure, 1 Bomb Lobber but I was hoping to hear about your thoughts on that idea before I did so.
I just played 6 games in a row (16-13) and faced essentially this deck all 6 times. I am playing my own variation on a mech mage but won every game with almost no resistance. It is an interesting deck and it is nice to see Rogue back in the ladder but you can play around rogue's deficiencies pretty easily (which is kinda sad to see). I have seen a few variations with one running the cog hammer/blade and one running a azure drakes/bloodmage to get big blade fury and also big backstabs/eviscerates. They are interesting but just too slow and incomplete against anything that puts out enough bodies. I also see more Prep/Sprint and honestly think it is a dumb combo for a rogue with very little payoff for the cards.
They were probably playing it wrong. I'm sitting at Rank 8 with a single loss against Mech Mage due to a bad draw.
Edit: I play a variant on the Bloodmage/Flurry variation, but the point of the deck isn't to win with Flurry.
Did you make legend last season with this deck?
Time is precious. Waste it wisely. Legend Seasons: 9, 10, 11, 12, 13, 14, 15, 17
Current deck: Not playing much anymore
Highest rank: legend rank 9 Highest finish: legend rank 103 Infinite Arena Player
They weren't trying to win with the BM/F combo, just to wipe. The thing was that I could pretty much force them into every play because the deck has very specific answers. Out of those 6 games I was only surprised twice. It is a bit too straightforward and when it doesn't have time to develop or is forced to work on removal is starts to fall apart. I really hope rogue gets some love and soon because it is a very fun class and one of the healthier ones when it isn't miracle.
What is the advantage of playing this over Mech mage or Oil Rogue...
http://www.hearthpwn.com/forums/hearthstone-general/general-deck-building/30160-radars-budget-deck-series
I'm sitting at Rank 7 right now with a similar style of deck. I'm fairly certain I even played against this deck at Rank 12. A decent player could pretty easily get to rank 10 or so with this. An "ok" deck should get you to Rank 15 pretty easily.
A good Rogue player should be able to get to Rank 5 or even to Legend since it's just a minion-based variation on Tempo Rogue.
Against Ramp Druid you have easy answers for all of their minions except Ancient of War. Eviscerate and Bomb Lobber are both good answers. You can simply sap the Ancient of War and push face. The hard matchups would be Hunter and Mech Mage.